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Hi there,We have our scripts organized into projects using Assembly Definition files. I'm adding a new script that needs to reference to Oculus Platform classes, and since the Oculus integration scripts (other than Oculus.VR) do not have an assembly definition, I've had to add one myself. This, in turn, has meant I've had to add #if UNITY_EDITOR guards to all the editor tool scripts (which I'll have to redo if/when we upgrade the integration tools).So please in a future update to the integration tools, add an Assembly Definition file at the top level for the Oculus assets directory, and update all the editor scripts accordingly. Thanks :)
Hi,So I'd like to detect different hand gestures. I'm using OVRHandPrefab and there is a script OVRHand on that prefab. Inside I can see thee is a reference to OVRPlugin.HandState. If I look at the hand state it's a struct:public struct HandState { public HandStatus Status; public Posef RootPose; public Quatf[] BoneRotations; public HandFingerPinch Pinches; public float[] PinchStrength; public Posef PointerPose; public float HandScale; public TrackingConfidence HandConfidence; public TrackingConfidence[] FingerConfidences; public double RequestedTimeStamp; public double SampleTimeStamp; }And there I can see is a public HandFingerPitch Pinches (which I'm guessing is used then you pinch and go to menu by default), but that's just another enum. So what should I use to detect different hand gestures (eg. make a fist or grip)?
Hi, These updates will break my projects hand tracking, besides not updating, is there any way to fix this issue? Besides not updating...
Hi, i've faced this problem for about a month now, i am developing for oculus rift s, basically the game render to monitor in unity editor, but when built, the display just freeze at the last frame before entering VR mode, but it works normally in the HMD, just not streamed to the monitor, please help answer if you know solution as i've tried many but haven't found the solution or even the cause yet, thank you
I have a Unity scene with a OVRPlayerController to walk around. When I approach a wall in my Oculus Quest (1) part of the textures on that wall disappear. Some clipping occurs. Obviously the stones should be visible on the entire wall. The same happens with the texture of the floor.I tried to adjust camera clipping near. But that doesn't seem to be the problem.Am I missing a setting? Like LOD or something? The wall and floor comes from a Blender scene.Thanks!
Hi everyone!I am developing an application for the Oculus Quest using Unity and the official SDK. One of the things I want to be able to do in the application is to trick the user a bit by switching finger correspondence. For example, when he moves his index finger, the virtual model will move the middle finger in the exact same way.Can I do that? I have tried switching the bones in the Hand Tracking prefab but it just defaults to the regular ones when I run the application. I tried also reading through the scripts to see if I could change something in there but nothing looked obvious (maybe I missed it?). My last solution would be to try and change things through LateUpdate but that is not what I am aiming for. Is there another solution?Thank you very much!
It seems that the Oculus app takes all running Unity Editor instances down when it shuts down for whatever reason.This is an issue for development, as often we need to quit the Oculus app to use social features on Quest, which seems to currently lead to undefined behaviour (e.g. rich presence/destinations go all weird and crazy if someone is trying to use them from Quest while also logged into Oculus Home).It would be great if closing the Oculus app wouldn't just go all berserk and kill any running Unity instances.Note that this applies to both ones that are VR capabable (but not in play mode) and ones that don't even access VR at all, probably because Unity is "theoretically" VR capable.
Hello, after developing a VR app in Oculus Quest and I repurpose the app to run on Android phone instead, while the Oculus Integration is still inside Unity directory (Oculus folder), no matter what I export and modify the Android Manifest file (intent.category.DEFAULT/INFO/LAUNCHER), the app doesn't show up in application list (App Drawer) in my android phone/tablet. In the end I have to remove the entire Oculus folder and magically it appears again. So, my question is, how to have the app icon shows up and I don't have to remove Oculus Integration folder. I believe there is a parameter somewhere that hide my app that was triggered automatically while Oculus folder is still inside Unity project directory.Thanks!
Hi,I developed a VR application, where I load a 3D model at runtime into the scene. During loading, I show the progress wheel bar so that user know that loading is in progress. I implemented progress wheel bar by using Unity UI image with some sprites. My question is, If during loading, if user move its head how can I make my progress bar to follow the head movement? I am using OVRCameraRig from Oculus integration.
While developing an app that heavily taps into social features (P2P, Avatars, Rooms, Friends) we noticed that there's really strange behaviour when people are logged into Oculus Home on Desktop (with no app running, just logged in) and trying to use social features on Quest.All of the following stop happening when people quit Oculus Home on desktop, so it seems there's something fishy going on there.What we're seeing is:rich presence state occasionally (not always) being overriden to "None" from Oculus Home after setting it to something on Questpeople being able to enter rooms but immediately being partially kicked out again (P2P connection stays active, but avatars break, and there's a "Room Leave" message sent by the platform to other users)avatars appearing for a few seconds just to freeze again (so the reverse of the above - person is still "in room" according to the Platform API but P2P packets are blocked)Note that "having Oculus home open with the same account as on Quest" is a
We've seeing a lot of crashes and workflow instabilities from using Oculus Link + Quest with Unity recently (not sure if this is Unity specific though).This happens across multiple machines, so doesn't seem to be driver or device specific.We are using several Oculus Platform features (entitlement checks, P2P, Avatars) so some of it could be unmanaged code issues but not sure.I'll try to describe the symptoms we're seeing here, because I don't know where they originate from.SymptomsOculus app running, Link connected, Unity Editor running with VR scene → Oculus app crashoccasional (sometimes every 2min, sometimes every 30min) Oculus crashsends "OVR.wantsShutdown" to Unity, stops VR from workingOculus restarts automatically but Unity doesn't recoverending play mode and starting play mode in Unity again does not resolve, needs resolution [1]Oculus app running, Link not connected, trying to connect Link → black screen on Quest, no reaction anymoreafter clicking "Oculus Link" in Quest, scree
Been manually adding it in every new project for the past year, hoping it was just a forgotten feature which would eventually be implemented, but now we're getting impatient.Its impossible to develop extensions (in other packages) without the ability to reference it.
Hi everyone!If an expert know a solution to let Unity keep Oculus IAP when exporting in IL2CPP (not stripped), you will save the lives of so many people ! B) //======= Description =======//When I export my app Build with Unity in "Mono" and purchase in-app (while playing in Oculus GO), my script using Oculus IAP (In-App Purchase) works perfectly fine.But when I export with IL2CPP instead of Mono, the Oculus IAP doesn't work anymore at all. //======= Issue =======//It is surely due to IL2CPP code Stripping (optimization) but even when I tried to link/add Oculus.VR Assemblies (in Unity Asset/ root folder) the link.xml file to keep IAP reflections code working in my script, Unity is still stripping IAP when exporting in the build in IL2CPP (IAP is not working in the app). To be clear, when I export the build in Mono, it is working perfeclty fine, so I don't understand what I'm missing with IL2CPP (stripping) with Oculus.VR ...//======= Current Unity "link.xml" file (Oc
Hi there, I'm just looking for confirmation that there is no Occlusion Mesh for the Quest. We have a custom SRP which calls XRUtils.DrawOcclusionMesh before we do any Rendering of scene geometry. This works as expected for PC/Rift and in the Editor, however RenderDoc shows that nothing is happening on the Quest:We are using Unity 2019.3.5, is this intended behaviour or should I file a bug report?Thanks in advance!
Good day, fellow developers,For improvement purpuses we need to record videos BUT testers usually don't like launching procedure or forget about it.So we would like to launch recording when app launches and stop when quits- is it possible?
Hello, i've a hh6 Del Mar prototype version of Quest 2.I have 64 gb ram, Nvidia 2080ti, windows 10 PC with Android Platform tools r30.0.5, Unity 2019.3.x and also oculus dev hub (and drivers installed) and oculus app (for the link). Quest 2 (Del Mar) and I've tried all suggestions, written in the forum, bot nothing: Unity can't see the device, adb can't see the device. (⌣́_⌣̀)Could some one help me, we are near release date for our game and we still can't test color space and other things on Quest 2.Thank you.
I have a character that uses "Apply Root Motion" on the Animator in Unity. Works fine in when running in Unity, but does not work when running in the Quest. The animations are running but the character doesn't move. Any ideas?
When I try to upload my apk to the alpha channel I get this error:The APK is for 6DoF devices only and cannot be used on a 3DoF mobile platform. You can set 'android:required="false"' in 'android.hardware.vr.headtracking' if the APK should be shared between GearVR/Go and Oculus Quest. The APKs for 3DoF platforms should be V1-signed.I have uploaded for the Oculus Go before, built straight from Unity, and not had this problem before. I've followed the instructions here: https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-submission-sig-file/I've tried using a keystore generated in unity vs one generated in android studio (where I checked the box for V1), and I've tried using an older version of unity in case that was the problem, but I still get the same error each time. I've seen answers to this question that involve adding something to the gradle file, but when I open that up it doesn't look the same as in those answers? (https://developer.android.com/about/vers
We are beginning production on a commercial title for the Quest and I am looking for the general consensus on what other developers think is the best setup to go for. Our current options seem to be - - A 2019 LTS Unity using Oculus Integration package- 2020 Unity using Unity XR Plugin We are required to have hand tracking support, and from what I have read Unity XR Plugin doesn't currently support this. I have experience in the now deprecated Oculus Integration package and Unity XR looks like it could be a great solution for us, but it is also in preview and missing features we might/do need. With the Unity XR plugin how do we get access to Avatars, play space info etcI'm looking for some thoughts on what experience people have had, I dont know of any commercial releases with Unity's XR plugin yet!Thanks!
I was surprised by the performance targets mentioned for Oculus Quest!I remember that the performance targets for the first version Oculus Quest were 50-100 draw calls per frame and 50,000-100,000 triangles per frame, so is this a mistake or are these the new performance targets for the Quest 2?And if these are the new performance targets for the Quest 2, please do mention the performance targets of the first version of the Oculus Quest too!
Hey guys, I have a Rift S that I would like preview my Unity build in. I'm using 2020.1.11F1, have XR Plugin Framework installed and Oculus Integration installed.When I push play and put headset on I just get the Normal Rift home screen stuff and nothing else.How do I preview my game without building it and just pushing "play?"Unity 2020.1.11F1XR Plugin management 3.2.16Oculus XR Plugin 1.5.0
I updated the oculus SDK for my Unity project and now the teleportation mechanics seem to be different. It used to teleport the player directly onto where the teleport destination was regardless of where in the playspace they were. Now it teleports the PlayerController onto the teleport destination but that doesn't mean the HMD is located there. Example: The player takes two steps backward in the playspace then attempts to teleport up to a shelf. They end up two steps away from the shelf and unable to reach anything without walking forward two steps. How do I fix this? I've been attempting to use OVRManager.instance.RecenterHeadset() which puts the player in the correct destination but I then have rotation issues. I stored the desired rotation and then set it when the RecenteredPose action happens but that gives me a split second of being facing the wrong way before it gets corrected. This is driving me nuts.Warmest regards,ChrisUnity 2019.3.0f3 and latest oculus sdk 20.1 from ass
Today, I installed a game Hearthstone and while launching the game, I am confronted with the above error message. How to fix this issue? I am running it on Windows 10. Any suggestions regarding this? Thank you.
Hello,I am new to programming for oculus quest and am trying to solve one problem. If I look at a certain angle, my right eye starts to flicker a lot. If anyone knows the reason, please help solve this problem. Thank you very much in advance.I use unity 2019.4.12f1.
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